Multiplayer electronic games

ABSTRACT

An electronic game for multiple, preferably two, players requires that the players act independently and cooperatively at different points in the game in order to complete the game. Different modes of cooperation are provided within the context of the game story and include, for example, holding a door for a player, handing a tool to a player, giving an item to a player, helping a player lift an object, etc. The cooperation required by the game includes requiring the result that only both players can complete the game together; neither player can complete the game without the other. A split-screen mode and a single-screen mode are utilized to enhance the difference between independent action and cooperative action. When players are cooperating, generally a single-screen mode is used and when players are acting independently, generally a split-screen mode is used. The game is preferably embodied in a medium readable by a personal computer such as a CDROM or DVD. However, the game may be embodied in any of several types of electronic game formats such as video game cartridges, dedicated hardware device, etc.

BACKGROUND OF THE INVENTION

[0001] 1. Field of the Invention

[0002] The present invention relates broadly to computer (or “video”)games. More particularly, the present invention relates to computergames for play by two or more players at the same time, and, preferablyat the same location.

[0003] 2. State of the Art

[0004] With the advent of relatively inexpensive desktop computers, thecomputer game has become a major source of entertainment for bothchildren and adults. Many of the original computer games were games forsingle players, and many computer games today remain oriented to theindividual player. Other older computer games allowed two players totake turns competing against the computer or to compete against eachother for high scores. More recently, computer games such as Acrophobiaby Berkley Systems have provided for multiple competing players over theInternet.

[0005] While multiplayer games have proliferated, the computer gamemarket tends to be driven by action games which attract boys. Indeed, todate, almost all commercially successful computer games have beenwritten for and marketed to boys of all ages. Institutes have been setup, research conducted on, and even a company devoted to attractinggirls to the computer game market. (See, e.g., Research Highlights ofPurple Moon Web Site—Summary of National Research: Process and Results,How Gender Differences Affect Play Behavior of Girls and Boys Ages7-12.) However, to date the successes have been few. Indeed, while theresearch has suggested that at least five criteria (set forth in Chart Abelow taken from the Purple Moon Web Site) are required to produce asuccessful computer game for girls, the games that have been producedhave still not been particularly successful.

Chart A

[0006] a) Leading characters are everyday people that girls can easilyrelate to, and are as real to girls as their best friends

[0007] b) Goal is to explore and have new experiences, with degrees ofsuccess and varying outcomes

[0008] c) Play focuses on multi-sensory immersion, discovery, and strongstory lines

[0009] d) Feature everyday “real life” settings as well as new places toexplore

[0010] e) Success comes through development of friendships

[0011] It is the hypothesis of the present inventors that while thecriteria set forth in Chart A are desirable and perhaps necessary for asuccessful computer game for girls, the criteria are eitherinsufficient; or those skilled in the art have been unable to providegames based on the listed criteria because new game techniques andconcepts are required.

[0012] U.S. Pat. No. 4,738,451, reissued as Re. 35,314, discloses avideo maze game for multiple players where the players must cooperate atpoints in the game in order to complete the game. Only one mode ofcooperation is required and it is relatively simple. The entire gamefield is larger than the video display but is scrollable in fourdirections. Each player appears as a character on the game field.Limited cooperation among players is forced by requiring that allcharacters be visible at all times. Thus, in order to scroll the gamefield, all of the characters must cooperate (either knowingly orinadvertently) to move in the same direction.

[0013] U.S. Pat. No. 5,405,151 also discloses a multi-player video gamewhich has “a cooperative mode” and a “competition mode”. Unlike, the'451 patent, the game disclosed in this patent does not require anycooperation among the players and the “cooperative mode”, does notinvolve cooperation among players as that term is used in the '451patent. The “cooperative mode” disclosed in the '151 patent is when oneplayer takes control of more than one character on the game field. Inthe '151 patent “cooperative mode” means that two characters perform thesame actions in response to the control by a single player. In the '451patent, and as used herein generally, “cooperation” among players meansthat players perform acts which complement each other to achieve whatcould not be achieved by a single player.

[0014] U.S. Pat. No. 5,730,654 discloses as prior art a multi-playervideo game for health education. In the prior art video game, eachplayer controls a character whose health may depend on the healthybehavior of other characters. Thus, in order to successfully completethe game, players must cooperate in general ways such as sharing commonresources and engaging in healthy behavior.

[0015] U.S. Pat. No. 5,470,080 discloses a video game apparatus with asingle screen mode and a split screen mode. The game involves moving agame character across a scrolling background. The single screen mode isused when the game is played by a single player and the split screenmode is used when the game is played by two players. In the split screenmode, each player controls a game character which moves across anindependently scrolling background.

SUMMARY OF THE INVENTION

[0016] It is therefore an object of the invention to provide interactivemultiplayer computer games.

[0017] It is another object of the invention to provide computer gameswith two characters separately controllable by two players.

[0018] It is a further object of the invention to provide a computergame with two separately controllable characters where the charactersmust cooperate at times in order to be successful in completing thegame.

[0019] It is an additional object of the invention to provide aninteractive computer game which is simultaneously played by two playersat a single computer.

[0020] Another object of the invention is to provide an interactivecomputer game with two separately controllable characters where a singlecomputer monitor is controlled to show separate screens when thecharacters are in different locations, and a single screen when thecharacters are at the same location.

[0021] A further object of the invention is to provide new interactionmechanisms for characters in an interactive computer game.

[0022] An additional object of the invention is to provide a computergame with two input devices to a single computer which is controlled bytwo players, where the players will interact with each other to causetwo characters to cooperate with each other in order to advance thegame.

[0023] Yet another object of the invention is to provide a computer gamewhich fosters interaction and cooperation between the players and wherethe outcome of the game is win-win or lose-lose rather than win-lose.

[0024] Even a further object of the invention is to provide a computergame with at least two separately controllable characters, where thecharacters must be made to work both independently and together in orderto complete the game.

[0025] In accord with the objects of the invention, a computer game isprovided which includes at least two characters which are separatelycontrollable. According to a first preferred aspect of the invention, inorder to advance or complete the game, the characters must cooperatewith each other. The cooperation may take a simple form such as onecharacter holding a door open while another searches a room; or a morecomplex form such as two characters pulling on a single object together(requiring a “click and drag” at the same time); or even a more complexinteraction form such one character handing an object to the other whichrequires a “take” click from the “handee” within a given time period(e.g., 0.1 seconds) of a “release” click from the “hander” to avoiddropping the object. Further, the cooperation required of the playersmay involve a “division of labor” cooperation where the characters workseparately but dependently.

[0026] According to a second preferred aspect of the invention, not onlymust the characters cooperate with each other to complete the game, butthere are portions of the game where the characters must work separatelyand/or independently.

[0027] According to a third preferred aspect of the invention, thescreen coupled to the computer is controlled to provide two separatepictures; i.e., a split screen, with one of the separately controllablecharacters working in one environment, and the second working in anotherenvironment. When the characters are functioning in the sameenvironment, the screens are merged into a single picture. Also,according to a preferred embodiment of the invention, the actions of afirst character in a first environment will have a causation effect withrespect to the other character. In other words, if a first charactercuts down a tree at a particular location, if the second character goesto that location at a later time, the second character will see a cutdown tree.

[0028] According to a fourth preferred aspect of the invention, the atleast two separately controllable characters are controlled by at leasttwo input devices coupled to a single computer. The at least two inputdevices may include a first mouse and a second mouse, a mouse andanother input device, or two or more input devices such as joysticks,trackballs, gamepads, etc. Alternatively, certain keys at opposite endsof a single keyboard may be utilized to control the separatelycontrollable characters.

[0029] The preferred aspects of the invention are preferably utilized inconjunction with a strong story line which includes two or morecontrollable characters. The requirement that the characters cooperatein order to advance or complete the game requires interaction andcooperation between the players. This required interaction andcooperation between players is believed by the inventors to be aningredient or criteria which is missing from the prior art but which isnecessary for the success of a girl-directed computer game. In addition,incorporation of the criteria of Chart A into the computer game isdesirable in providing a computer game which girls will want to play.Furthermore, it is believed that the split-screen/merged-screen aspectof the invention is a desirable tool for fostering a playing environmentwhich indicates separate and/or independent play, and cooperative play,which are both required for advancing the game. Further yet, it isbelieved that various aspects of the invention can be used alone ortogether to provide a new genre of computer games which will be popularwith both genders and all ages of computer game players.

[0030] Additional objects and advantages of the invention will becomeapparent to those skilled in the art upon reference to the detaileddescription taken in conjunction with the provided figures.

BRIEF DESCRIPTION OF THE DRAWINGS

[0031]FIG. 1 is a schematic diagram of a two player game according tothe invention with a split-screen separate view for each player;

[0032]FIG. 2 is a schematic diagram of a merged-screen single view forboth players;

[0033]FIG. 3 is a simplified flow chart illustrating game play from thestart of a game entering into split-screen mode;

[0034]FIG. 4 is a chart similar to FIG. 3 showing an alternateembodiment of game play;

[0035]FIG. 5 is a simplified flow chart illustrating game play duringcooperation mode;

[0036]FIG. 6 is simplified flow chart illustrating game play during anon-cooperation mode in single-screen mode;

[0037]FIG. 7 is a simplified flow chart illustrating game play whichincludes a split-screen cooperation mode;

[0038]FIG. 8 is a simplified map of game scenes indicating moves whichmay be made without cooperation and moves which require cooperation;

[0039]FIG. 9 is a simplified flow chart of software control for anexample of simple cooperative interaction between characters;

[0040]FIG. 10 is a simplified flow chart of software control for anexample of coordinated cooperative action between characters; and

[0041]FIG. 11 is a simplified flow chart of software control for anexample of complex coordinated cooperative action between characters.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0042] Referring now to FIGS. 1 and 2, the electronic game according tothe invention is preferably embodied as software which is designed to beused with a conventional personal computer. The software may bedistributed on CDROM, DVD, diskette, or via the Internet. However, thegame according to the invention may also be embodied in a dedicatedhardware unit or in a “video game cartridge” or the like. In any case,in order to play the game, it is necessary to provide a processor 10, avideo display 12, and one or more input devices 14 for receiving inputfrom at least two players. According to one aspect of the game, thevideo display 12 and the processor 10 must be able to change the displayfrom a split-screen as shown in FIG. 1 with two different images 12 aand 12 b to a single-screen as shown in FIG. 2 with a single image 12 cand vice versa depending on factors which are described below withreference to FIGS. 3-7. As shown in the Figures, the input device 14 maybe a conventional keyboard where some keys 14 a at the left end of thekeyboard receiving input from “Player 1”, and some keys 14 b at theright end of the keyboard receiving input from “Player 2”. Accordingly,when the display 12 is in the split-screen mode, the image 12 a on theleft side of the screen will be associated with “Player 1” and willrespond to the input keys 14 a whereas the image 12 b on the right sideof the screen will be associated with “Player 2” and will respond to theinput keys 14 b. Those skilled in the art will appreciate that the inputdevice need not be a shared keyboard and that each player may beprovided with a separate input device. A suitable input device includesa mouse, a joystick, a trackball, a gamepad controller, etc. Preferablyboth players utilize the same type of input device, although differentinput devices can be utilized.

[0043] The presently preferred embodiment of the electronic gameaccording to the invention is what is often referred to as an “adventuregame”. As used herein, “adventure game” means a game where the playersmust traverse different landscapes, find things, solve puzzles, andperform tasks in order to complete (win) the game. Those skilled in theart will appreciate that known electronic adventure games often utilizea “first person” display. That is, the player sees the world of theadventure on the screen bud does not see herself as a character on thescreen. However, it is not uncommon in the art to utilize a third persondisplay where the player views a character on the screen and controlsthe movements of the character with the input device. Further, it isknown in the art to provide a kind of hybrid first-third person displaywhere the player sees her character at some times and sees through theeyes of her character at other times. The present invention may utilizeeither a first person display, a third person display, or a hybridfirst-third person display. The exemplary displays shown in FIGS. 1 and2 are illustrated as third person displays. In particular, as shown inFIG. 1, “Player 1” sees herself walking and carrying two infants and“Player 2” sees herself running towards a house. As shown in FIG. 2,both players see each other pulling a small boat carrying children ontoa shore. As will be appreciated from the description which follows, athird person or hybrid first-third person display is preferred,particularly when the game is in single screen mode so that the playerscan see each other.

[0044] Although the invention may provide for more than two players, thepresently preferred embodiment is a two player game and the game will bedescribed herein with reference to only two players. From thedescription given herein, however, those skilled in the art willappreciate how the inventive aspects of the game may be applied to agame for more than two players. Further, the presently preferredembodiment of the game utilizes a single video display and switchesbetween single-screen and split-screen modes in an inventive manner asdescribed below with reference to FIGS. 3-7. As mentioned above, thegame according to the invention is designed to appeal particularly togirls. The inventors believe that the use of a single video display withsingle-screen and split-screen modes for two players will be appealingto girls because it allows close interaction between the two players aswell as interaction between the players (individually and jointly) andthe game. From the description given herein, however, those skilled inthe art will appreciate that many of the inventive aspects of the gamemay be applied while using multiple video displays and that the videodisplays and respective players may be located close together or farapart.

[0045] Turning now to FIG. 3, a simplified embodiment of game playaccording to the invention will be described with reference to differenttypes of “scenes”. As used herein the term “scene” is intended to mean apoint in the game where certain actions and results are possible as wellas different images such as the images 12 a-12 c shown in FIGS. 1 and 2.Those skilled in the art of adventure games will appreciate that duringgame play a change in the image on the screen does not always provide achange in the actions and results which are possible at that point inthe game. Changes in the screen image which are irrelevant to thecompletion of the game are sometimes referred to as “eye candy”. Inaddition, different points in the game may display the same image butare different “scenes” because actions and results are possible. Forexample, a scene of a door to a room may look identical on the videodisplay regardless of whether the player is carrying a key to the door.In the description which follows, the term “scene” may have differentmeanings depending on the context of the game. Generally, it is intendedthat the term “scene” include both changes in the displayed image aswell as imperceptible changes in the player's position in the game wherethe actions or results which are possible have changed even though theimage on the screen remains the same. In some instances, however, theterm “scene” will only refer to the visual display. The scenes describedbelow are defined as being either a “Type-N” scene or a “Type-C” scene.As used herein a “Type-N” scene is a scene which may be entered by oneplayer without the cooperation of the other player. A “Type-C” scene isone which may be entered only if both players cooperate. In someinstances cooperation of the players will permit both players to enterthe “Type-C” scene and in other instances cooperation of the playerswill permit only one of the players to enter the “Type-C” scene.Generally, according to the simplified embodiment illustrated in FIG. 3,whenever cooperation is required, the video display is in single-screenmode. However, when cooperation is not required, the display may be ineither single-screen or split-screen mode depending on the relativelocations of the players. Thus, according to this embodiment, there maybe scenes which are displayed in the single-screen mode even thoughcooperation is not required. To distinguish these two different modesusing a single-screen display, the latter is referred to herein asnon-cooperative single screen mode or NCSS mode.

[0046] With these definitions in mind, FIG. 3 shows that after startingthe game at 20, a prologue animation is preferably played at 22 insingle-screen mode. The prologue introduces the players to the storywhich will be played out in the game and may also include instructionsfor playing the game, hints, etc. The prologue ends at 24 where theplayers, using their input devices, choose a direction in which to move.(It will be appreciated, however, that the prologue could end bypresenting a split screen mode where each player has little or no choiceas to which direction to move.) For example, if the input device is amouse, moving the mouse to the right side of the screen will cause thedisplay to scroll to the left revealing what was to the right of theinitial display. If the players choose different directions, the displaychanges to split-screen mode at 26. If the players choose to move in thesame direction, the display will remain in single screen mode asindicated at 28 even though cooperation may not be required at thisstage of the game. Following the switch to split-screen at 26, the leftside of the video display will display “Scene A” for “Player 1”(illustrated at 30 in FIG. 3) and the right side of the video displaywill display “Scene B” for “Player 2” (illustrated at 32 in FIG. 3). Thegame is then run in two parallel threads as illustrated in FIG. 3.Specifically, for “Player 1”, the game is run at 34 from “Scene A” andfor “Player 2”, the game is run at 36 from “Scene B”. Input from “Player1” is determined at 38 and input from “Player 2” is determined at 40. If“Player 1” enters input at 38, she is moved at 42 to a different“Type-N” scene. Similarly, if “Player 2” enters input at 40, she ismoved at 44 to a different “Type-N” scene. As will be described in moredetail below with reference to FIG. 7, it is possible and desirable thatboth players will eventually arrive at the same “Type-N” scene. Thisdetermination is made for each player at 46, 48 respectively in FIG. 3.At this point it is worth mentioning that according to the presentlypreferred embodiment, if interaction by either player with the “world”of the game changes the world in any way, those changes are perceived byboth players. For example, if one player cuts down a tree to make firewood, when the other player goes to the site of the tree, it is seen tohave been cut down.

[0047] When it is determined that both players have entered the samescene, the game switches to single-screen mode as illustrated at in FIG.3. In this instance, the term “scene” means the same visual display. Asexplained above, the input and movement indicated at 38, 42 and 40, 44in FIG. 3 is intended to include all of the typical types of actions andresults encountered by a player of an adventure game. In one sense, whenin the split-screen mode, the game of the invention seems to provide twoseparate adventure games, one on either side of the screen, one for eachplayer. In another sense, each player is playing a different part of thesame game. Once it is determined at 46 or (either player may enter thescene of the other) that both players are at the same scene andsingle-screen mode is entered at 50, it may be immediately determined at52 that cooperation is required and the game will enter the “cooperationmode” at 54. Alternatively, as mentioned above, both players may enterthe same scene where no cooperation is required. If such is determinedat 52, the game will enter NCSS (non-cooperation single-screen) mode at56.

[0048] From the foregoing, it will be appreciated that the players mustdiscover when cooperation is required to advance the game play.According to a preferred aspect of the invention, aural or visual hintsmay be presented at scenes where cooperation is required, but it ispreferred that the players be required to use intuition to discover whencooperation is necessary. In an alternate, less preferred embodiment ofthe invention, it may be clearly indicated to the players whencooperation is required. This alternate embodiment is illustrated inFIG. 4 where there is no NCSS mode. That is, whenever the displaychanges to single-screen mode, an action requiring cooperation isrequired to advance in at least one direction. More specifically, asshown in FIG. 4, after the game is started at 120 and the prologue isplayed at 122, it is determined at 124 whether the first single-screenscene requires cooperation. This determination is made by the gameprogrammer, of course, and may be fixed for any particular game or maybe different each time the game is started. For example, if the game maybe started from different points in the game play, it may sometimes bestarted at a point where cooperation is needed and other times bestarted at a point where no cooperation is necessary. If cooperation isnecessary the game enters cooperation mode at 128. If not, the gameenters split-screen mode at 126 and the game proceeds in two threads asillustrated at 130-144 (much the same as described above with referenceto 30-44 in FIG. 3). According to this embodiment, however, the gameonly enters single-screen mode at 150 after two conditions are met: itmust be determined at 143 and 145 that both players have reached a scenewhere cooperation is required and it must be determined at 146 and 148that both players have reached the same scene. As stated above,according to this embodiment, once single-screen mode is entered at 150,the game immediately enters cooperative mode at 154.

[0049] In either of the embodiments described above with reference toFIGS. 3 and 4, the cooperation mode preferably operates as describedwith reference to FIG. 5. Once the cooperation mode is entered at 60,input from both users is polled at 62, 64, 66. Only if it is determinedat 66 that both players have entered input is it determined at 68whether the input was cooperative. As mentioned above, one of theinventive aspects of the game is that different kinds of cooperation arerequired to complete the game. Thus, the determination made at 68 willdepend on the type of cooperation required at the scene. Examples ofdifferent types of cooperation are described below with reference toFIGS. 9-11. If the cooperation between the players is successful at 68,one of the players or both of the players (depending on what type ofcooperation was required) will advance to a “Type-C” scene (i.e. a scenewhich can only be reached with cooperation). Regardless of whether oneplayer advances to the scene or both players advance to the scene, thescene may or may not require cooperation to exit. This determination ismade at 72 whether the scene entered at 70 requires cooperation to exit.An example of game play involving the determinations made at 68-70 wouldbe where in order to enter a room, one player must hold the door openwhile the other enters. The door cannot be opened from inside the roomand it is spring loaded so that it will close unless being held open. Inthis example, the determination of cooperation at 68 involvesdetermining whether one player is holding the door open while the otherplayer is entering the room. Clearly, in this example, only one playerwill advance to the “Type-C” scene (interior of the room) at 70. Thedetermination at 72 will be that cooperation is required to exit theroom. Thus, after entering the room, the game will remain in cooperationmode for the player to exit the room. The game may be written so thatthe player who entered the room may do things in the room (such as pickup objects) without cooperation of the other player. In this case, thegame will enter NCSS mode at 74 until the player attempts to exit theroom. Alternatively, the game may be written so that the player whoentered the room can do nothing if the other player lets go of the doorand the game will remain in cooperation mode until the player exits theroom.

[0050] While the game is in cooperation mode, if only one playersupplies input as determined at 62, 64, 66, that input may move theplayer to another “Type-N” scene as illustrated at 76. Similarly, ifboth players supply input which is not cooperative, both players may bemoved to the same or separate “Type-N” scenes as illustrated at 76. Ineither case, it will be determined at 78 whether both players remain inthe same scene or whether one has left to go to another scene. If eitherplayer has moved out of the scene, the game will enter split-screen modeat 80. If both players remain in the same scene, the game remains incooperation mode.

[0051] As mentioned above, according to a preferred embodiment, the gamemay enter single-screen mode when no cooperation is required but whenthe two players have entered upon the same scene. This non-cooperationsingle-screen (NCSS) mode is illustrated in FIG. 6. When NCSS mode isentered at 82, the game checks at 84 whether cooperation is required andif it is, the game changes to cooperation mode at 86. In NCSS mode thegame also checks at 88 and 90 whether either player has left the scene,in which case the game returns at 92 to split-screen mode. So long asboth players remain in the same scene and so long as cooperation is notrequired the game remains in NCSS mode.

[0052] According to a presently preferred embodiment, cooperation mayalso be required when the players are in the split screen mode.Split-screen cooperation mode may be utilized in cooperative situationswhich require, e.g. division of labor. For example, a situation whereone player must mind something where another player goes to getsomething. Split-screen cooperation mode is illustrated in FIG. 7. Thegame play illustrated in FIG. 7 is similar in part to the game playillustrated in parts of FIGS. 3 and 4 with similar reference numeralsindicating similar game play issues. In particular, after the gameenters split-screen mode at 326 and the game proceeds in two threads asillustrated at 330-344 (much the same as described above with referenceto 30-44 in FIGS. 3 and 130-134 in FIG. 4). According to thisembodiment, however, the game may enter cooperative mode for eitherplayer while in split-screen mode. At 343 it is determined whetherplayer 1 has entered a scene where cooperation is required and at 345 itis determined whether player 2 has entered a scene where cooperation isrequired. In either case, it will then be determined at 368 whether bothplayers are cooperating as required by the game program. If they areboth performing the required cooperation, one or both players (dependingon the program context) will advance to the Type-C scene at 370. If itis determined at 368 that one player is not cooperating, it isdetermined at 369 and 373 which player(s) is not cooperating. Forexample, it may be determined at 369 that player 1 is attemptingcooperative game play but player 2 is not (for any of a number ofreasons) cooperating. In that case, the game will enter a failure mode 1as indicated at 371 in FIG. 7. What failure mode 1 entails will dependon the game program, at what point the players are in the game, whetherthe cooperative game play is critical, and other factors chosen by thegame programmer. A failure mode may be fatal in which case the game willend or it may be repairable in which case the players will have anopportunity to correct it. A similar determination is made at 373whereby the game enters failure mode 2 at 375 if player 2 is attemptingcooperative game play but player 1 is not (for any of a number ofreasons) cooperating. If neither player is attempting cooperative gameplay, as determined at 373, the game enters failure mode 3 at 377.

[0053] For purposes of determining when single-screen mode is activated,the term “scene” means the same graphical display. However, for purposesof advancing the game and determining when cooperation is required, theterm “scene” includes imperceptible changes in the state of the game.For example, if one scene shows a visual display of a locked door and aplayer inserts a key, unlocks the door, and removes the key, the visualdisplay may be identical to the locked door, but the player has entereda new “scene” in the game because now the door can be opened. Examplesof movement from scene to scene in this sense are illustrated in FIG. 8.

[0054] The diagram of FIG. 8 shows circles, rectangles, and trapezoidslinked by lines with arrows and the indication “n” or “c”. Thetrapezoids indicate “Type-C” scenes. The circles and rectangles indicate“Type-N” scenes. The rectangles indicate “Type-N” scenes wherecooperation may be used to enter a “Type-C” scene. Movement by playersfrom one scene to another is shown by the lines with arrows. A line withan arrow at one end shows a movement which is only “one-way”. A linewith an arrow at both ends illustrates that movement can occur in bothdirections. Lines labelled “n” indicate movements which can beaccomplished without cooperation. Lines labelled “c” indicate movementswhich can only be accomplished with cooperation. Movement from a“Type-C” scene may or may not require cooperation. Those skilled in theart will appreciate that in an adventure game, it is preferable thatsome scenes present many opportunities to advance in differentdirections and that some scenes provide only a few opportunities. Inother words, some scenes will present many challenges whereas somescenes are merely “eye candy”.

[0055] Referring now to FIG. 8, the starting point of the game could beany scene shown in FIG. 8 except for 224, 226, and 232 since thosescenes can only be entered with cooperation. However, if the game isstarted from a point in mid-play as explained above, the “resumed” gamecould open in one of the “Type-C scenes”. In any event, as shown in FIG.8 scenes 200, 204, 210, and 220 are “dead end” scenes where they must beexited back to the scene from which they were entered. Scenes 208, 216,and 236 are “two door” scenes. When one of these scenes is entered theplayer can exit back to the scene from which she entered or proceed toanother different scene. Scenes 202, 206, 212, 214, and 218 are“multi-ported” in that many different scenes may be entered from any oneof these scenes. Multiported scenes are the most interesting. Therefore,according to a preferred embodiment, the scenes where cooperation isrequired are preferably multiported with some ports requiringcooperation and some not. For example, scene 222 may be entered withoutcooperation from either scene 214 or 218 and either scene 214 or 218 maybe entered from scene 222 without cooperation. However, if and only ifcooperation is used, either scene 224 or 226 may be entered from scene222. Both “Type-C” scenes 224 and 226 are also multiported and requirecooperation for only some ports. From scene 224 one may enter eitherscene 228 or 230 without cooperation but may not return to scene 224from either scene 228 or 230. In order to exit scene 224 back to scene222 from which it was entered, cooperation is required. From scene 226,one may enter either scene 216 or return to scene 222 from which it wasentered without cooperation. In order to advance to scene 232 from scene226 cooperation is required. It will be noted however, that unlike the“Type-C” scenes 224 and 226, scene 232 may be entered in two differentways, either from scene 226 or from scene 234, but in both wayscooperation is necessary. Once in scene 232, movement to scene 234 doesnot require cooperation, but movement to scene 226 does requirecooperation. As illustrated in FIG. 8, entry into some scenes may behaveas “Type-N” scenes if entered in one way and behave as a “Type-C” sceneif entered in another way. For example, scene 222 is a “Type-N” scenewhich can be entered from scene 214, 218, or 226 without cooperation.However, from scene 224, entry into scene 222 requires cooperation. Asused in the example of FIG. 8, a scene is called a “Type-C” scene onlyif it cannot be entered without cooperation from any other scene.However, whether or not a scene is called “Type-C” or “Type-N” is notimportant. The important part of the invention is that some scenesrequire cooperation for entry and that others do not. The “hybrid” typeof scene shown at 222 is neither necessary nor sufficient for the game,but is an interesting addition. What is necessary is that the gamecannot be completed without cooperation. For example, if game completionoccurs at scene 232, the players must cooperate at least once (ifentering from scene 234), and possibly twice (if entering from scene226) in order to complete the game. According to a preferred embodiment,both players advance to the completion scene together so that the gamecannot be completed by one player without the other player alsocompleting the game. An alternative, less preferred embodiment is thatin order to enter the final scene, one player must remain behind. Whichplayer remains behind may be determined by other game activity whichprecedes the final scene or may be a decision which is made by theplayers at the entry to the final scene.

[0056] As mentioned above, an important distinguishing aspect of thepresently preferred embodiment of the invention is that different typesof cooperation are required for the players to complete the game. FIGS.9-11 illustrate the determination (e.g., 68 in FIG. 5) of threedifferent types of cooperation which are contemplated by the invention.The determination of a first, simple type of cooperation, such as oneplayer opening a door for the other, is illustrated in FIG. 9. In thissimple example both players must be at a correct location and must enterthe correct input for there to be a determination that their input wascooperative. Timing is not critical in this example. Thus, thedetermination begins at 240 and looks at 242 to determine whether Player1 is in the correct location to input, e.g. at the door to be opened. At246 it is determined whether Player 1 input is correct, e.g. click mousebutton with pointer on doorknob. If either of these criteria are notmet, the game determines that the input is not cooperative at 244. Ifboth criteria are met, the same kind of inquiry is made with respect toPlayer 2. In particular, it is determined at 248 whether Player 2 is inthe correct location to input, e.g. at the door. At 250 it is determinedwhether the Player 2 input is correct, e.g. click mouse button withpointer in doorway. If all criteria are met, it is determined at 152that the players have entered cooperative input.

[0057] A more complex form of cooperation may require that both playersexecute the correct input at the same time in the same place, e.g. bothplayers must simultaneously push a boulder to move it out of the way orpull a rope together to move a boat as shown in FIG. 2. An example ofdetermining this type of cooperation is illustrated in FIG. 10.Beginning at 254, both players are simultaneously (or nearlysimultaneously) polled to determine at 256 whether both players are inthe correct position, e.g. at the boulder, and at 258 whether bothplayers are providing correct input, e.g. clicking and dragging in thesame direction simultaneously. If both criteria are met, it isdetermined at 262 that the input was cooperative. If either criteria isnot met, it is determined at 260 that the input was not cooperative.

[0058] An even more complex form of cooperation may require that eachplayer enter the correct input in the right place, at the right time,and in the right sequence, e.g. Player 1 hands a tool to Player 2 whomust grab it without dropping it. An example of determining this type ofcooperation is illustrated in FIG. 11 Beginning at 264, it is firstdetermined at 266 whether Player 1 is in the right location, e.g. handor pointer close enough to Player 2 hand or pointer. It is nextdetermined at 268 whether Player 1 has entered the correct input, e.g.release mouse button to drop the tool. If Player 1 has failed to meeteither of these criteria, it is determined at 280 that no cooperativeinput has occurred. If Player 1 drops the tool at the right place,Player 2 must catch the tool before it hits the ground. Thus, at 270 atimer is started and it is determined at 274 and 276 whether Player 2 isin the right place entering the right input, e.g. hand or pointer closeto Player 1 hand or pointer and pressing mouse button after Player 1releases the tool. If, as determined at 276, Player 2 has not acted fastenough, it is determined at 280 that no cooperative input has occurred.If both players have entered the correct input in the correct places, inthe correct order, in a timely manner, it is determined at 278 that theinput was cooperative.

[0059] Still another type of cooperation contemplated by the inventionhas been referred to above as a “division of labor” cooperation whichmay take place in a single screen mode or a split screen mode. Theconcept of this type of cooperation is easy to explain without the useof a diagram. For example, a typical “division of labor” cooperation mayrequire that one player keep a campfire alive while the other go getmore wood to burn. Those skilled in the art of game programming willappreciate from this example how other game play scenarios could be madeinto a “division of labor” cooperation requirement.

[0060] Those skilled in the art will appreciate that most successfulcomputer games have a soundtrack which includes sound effects and music.From the foregoing, it will be understood that when the game is in splitscreen mode, it may require the playing of two soundtracks, one for eachplayer. This may be accomplished in several ways. The simplest way is tosimply play the two soundtracks simultaneously. However, it may bedesirable, where the game computer is provided with stereo speakers, toplay one soundtrack through the right speaker and the other through theleft speaker. Alternatively, separate soundtracks may be provided fortwo headsets (one for each player) which are coupled to the computer.Technology for implementing multiple simultaneous soundtracks isdisclosed in U.S. Pat. No. 5,556,107 the complete disclosure of which ishereby incorporated by reference herein.

[0061] As mentioned above, another important aspect of the presentlypreferred embodiment of the invention is that the game play be relatedto a story and that the cooperation between the players be closelyrelated to aspects of the story. A good example of a story which is wellsuited to adaptation for use as a game scenario according to theinvention is “Baby Island” by Carol Ryrie Brink, ©1937 The MacmillanCompany, the complete text of which is hereby incorporated by referenceherein.

EXAMPLE

[0062] The Baby Island story begins with two characters taking a voyagefrom San Francisco to Australia. What follows herein is a synopsis of aportion of the Baby Island story with comments regarding how the storycan be adapted for use with the invention.

[0063] The Prologue of the Game

[0064] The first chapter of the Baby Island story serves well as theopening prologue of a game according to the invention.

[0065] On a boat from San Francisco to Australia, two motherless girls,Mary Wallace, age 12, and her sister Jean, age 10, have left their AuntEmma after two years to go live with their father on the new ranch hehad started. Hit by a tropical storm, the boat began to sink. Mary, whohad been amusing herself on the boat trip by playing with the 3Snodgrass babies, 20-month-old twins Elisha and Elijah and 4-month-oldJonah, plus little Ann Elizabeth Arlington, age 1 year, kept her witsabout her in the chaos of the sinking boat. She rounded up the 4 babiesand Jean and got them all into a lifeboat to await the babies' parents.Amidst much confusion, their lifeboat was cast off. Fog and darknessclosed in and “at last Mary realized with a strange thrill that she andJean were adrift on an unknown sea with a boat full of parentlessbabies.”

[0066] One can easily imagine how this introduction would make anexcellent animated prologue to a game made in accord with the presentinvention. At the end of the prologue, a game for two players beginsbased on the story which follows in the second chapter of Baby Island.One player plays the part of Mary and the other player plays the part ofJean.

[0067] The First Game Scene-Example of Division of Labor Cooperation

[0068] The first game scene is drawn from the second chapter of the BabyIsland story.

[0069] The next morning, the sun rose, the seas calmed, and 4 babieswoke up and screamed for milk. Mary instructed Jean to either look forsomething to eat or to hold and rock the babies. Jean found under theseat of the lifeboat: 2 hatchets, a lantern, a can of oil, blankets, acoil of rope, canvas which seemed intended for a sail, a tin bucket,canvas bucket, wrench, bailing tins, and a tin box of matches.

[0070] This scene from the second chapter of the story is readilyadapted to the game according to the invention with some modifications.In the game, Mary need not “instruct” Jean. However, one of the playersmust hold and rock the babies while the other player searches. This isthe first cooperative game play required by the invention and it is a“division of labor” type of cooperation. The discovery of the suppliesunder the seat of the lifeboat is a classic adventure game scenario. Itwill be understood that at least some of the supplies will be requiredat some point in the game. According to the invention, the game will notadvance unless one player is holding and rocking the babies while theother player searches. There are various ways the game can be programmedto accomplish this. One possibility is that the seat of the lifeboatwill not be able to be moved by one player unless the other player isholding and rocking the babies. Another possibility, though perhaps toomorbid, is that the babies fall overboard and drown unless one playerholds and rocks them. The division of labor game play in this scene ismost suited to take place in a single screen mode.

[0071] The second chapter of the Baby Island story contains severalother scenes in which cooperative behavior of the two players will berequired including finding other supplies and feeding the babies. TheBaby Island story also contains many scenes which are readily adapted toprovide individual game play for each of the players.

[0072] Examples of Individual Game Play and “Temporal Cooperation”

[0073] The third chapter of Baby Island includes several scenes whichare readily adapted to provide individual (non-cooperative) game playaccording to the invention.

[0074] In Jean's pockets were found more supplies: ball of string; pieceof tin foil; chain of safety pins; a pencil; and a half-written postcardto Aunt Emma. Jean had promised Aunt Emma she would write her everyweek, so she wrote the rest of the post card: “We are on our way to adesert island with the Snodgrass babies and Ann Elizabeth Arlington. Theboat in the picture was wrecked. We're in a fine little lifeboat”. Shefolds the notecard, wraps it in the tin foil, puts it in the empty beefcan, bends down the cover and sets the can floating across the water.

[0075] As it turns out in the Baby Island Story, it is crucial that Jeancontinue to send notes floating across the water every week in order forthe children to be found and rescued. Therefore, the player who playsthe part of Jean must, throughout parts of the game, send such a note.It will be appreciated that the game could provide some hint that thismust be done. A hint can be provided by showing that the note on thefirst note card says something like “As I promised to write to you eachweek . . . ”. Another interesting way to provide a hint would be to showan audio-video animation in a cloud above Jean's head when she finds thenote cards. The animation would show Jean promising Aunt Emma that shewould write weekly. In addition to requiring Jean to write weekly notes,the Baby Island story provides a separate activity for Mary.

[0076] In Mary's pockets were found: a purse with a few coins; anotebook with a calendar; and a case with scissors, thimble, needles andthread. Mary began keeping a ship's log: “September 21-At sea-expect toreach a desert island soon.”

[0077] Mary's keeping track of the calendar is also an important part ofthe game. As the game obviously will not be played for weeks at a time,periodically Mary's calendar will show what date it is. The calendarplays an important role later in the story. These independent activitiesof the players may take place in a single screen or in a split screenmode. Moreover, these “independent” activities may be temporally relatedso that performing these activities in sequence is a type ofcooperation. For example, Mary may be required to tell Jean when it istime to send another postcard, based on the date indicated in Mary'scalendar.

[0078] In other words, cooperative game play can be defined to mean asituation in which there is a required temporal relationship betweenactivity X by player A and activity Y by player B such that the game canonly be completed if the temporal relationship is satisfied. Accordingto this definition, non-cooperative game play can be understood to bewhen player A can perform activity X without dependence on player B ornegative impact on the successful completion of the game.

[0079] Some independent activities may be “assigned” by the story to theplayers. Other independent activities may be performed by either playerat their option.

[0080] The day goes on with no land in sight. During the heat, the girlsstretch the canvas over one end of the boat to shelter the babies fromthe sun. As they nap, Mary washes their clothes. Night falls; all asleepwith blankets as it gets cooler. Baby Jonah begins screaming with colic,and screams till Mary figures out she needs to burp him.

[0081] According to the invention, either Mary or Jean may wash theclothes so long as one of them does. In addition, either Mary or Jeanmay burp baby Jonah so long as one of them does.

[0082] Single Screen Coordinated Cooperation

[0083] According to the description of the invention, one form ofcooperation envisioned by the inventors is a coordinated cooperation inwhich both players must act simultaneously on a particular object inorder to accomplish a task. The Baby Island story provides scenes wherethis type of cooperation can also be mandated in a game. For example, inchapter four, both players must pull the lifeboat ashore.

[0084] They sail through the night and then, with a gentle bump, theboat is grounded on a sandy island. Jean wakes up first and leaves theothers sleeping in the boat, disappears and comes back having foundbananas—breakfast for all.

[0085] They decide to pull the boat as far up shore as possible, so thewind won't carry it out to sea. They leave the babies on the sand andwith all the strength of the 2 of them together, they pull and push theboat up the dry sand.

[0086] Unless both players pull and push together the boat will not bebeached and the game will not be completed. Clearly, this cooperation ismost likely to require single screen mode.

[0087] Complex Coordinated Cooperation

[0088] Chapters six and seven of Baby Island provide many opportunitiesto implement complex coordinated cooperation requirements. In thesechapters, Mary and Jean undertake several building projects.

[0089] They decide to build a tepee. First they need poles: Jean goesoff and finds a bamboo grove and cuts down some bamboo poles with thehatchet and brings them back. They strip the leaves off and stick themin the ground in a circle and tie the tops together with a piece ofrope, then use the canvas sail as a tepee cover. They make beds ofboughs and leaves and spread the tarpaulin over them to keep them dry,then put blankets on top.

[0090] They build a “pen” to keep the babies from wandering—they drivesharpened sticks into the ground close together.

[0091] They build a “pram” to transport the babies without having tocarry them. They take a litter of boughs and tie them together withvines and a little of the rope. More vines and rope are made into adouble harness for the girls to put around their shoulders.

[0092] Each of these building projects may be made to require complexcoordination such as one player handing an object to another, etc.

[0093] There have been described and illustrated herein severalembodiments of a multiplayer electronic game. While particularembodiments of the invention have been described, it is not intendedthat the invention be limited thereto, as it is intended that theinvention be as broad in scope as the art will allow and that thespecification be read likewise. In particular, while several differenttypes of cooperative game play have been disclosed, it will beappreciated that other types of cooperative game play may be implementedwithin the scope of the invention. Also, while the split screens wereshown as side-side split screens, it will be appreciated that the screencould be split into upper and lower sections, or in a diagonal matter.It will therefore be appreciated by those skilled in the art that yetother modifications could be made to the provided invention withoutdeviating from its spirit and scope as so claimed.

1. A multiplayer electronic game for use with a processing apparatushaving a graphical display and input means for receiving input from atleast two players simultaneously, said game comprising: a) playerlocation means for associating a game location with each player suchthat as each player moves through said game, each player's game locationis updated; and b) split screen means for dividing the graphical displayinto separate portions of each player, said split screen means beingresponsive to said player location means such that when two players'game locations are within a preset range, the separate portions of thegraphical display for the two players are merged into a single portionof the graphical display, and when the two players' game locations areoutside the preset range, the graphical display for the two players issplit into separate portions.
 2. A game according to claim 1, furthercomprising: c) joint action means for requiring said at least twoplayers to act jointly with each other at certain points in said game.3. A game according to claim 2, further comprising: d) individual actionmeans for requiring said at least two players to act individually atcertain points in said game.
 4. A game according to claim 2, wherein:said joint action means requires said at least two players to actjointly in separate locations while said split screen means divides thedisplay into separate portion for each player.
 5. A game according toclaim 2, wherein: said joint action means requires said at least twoplayers to act jointly in the same location while said split screenmeans merges the display into a single portion.
 6. A game according toclaim 2, wherein: no player can complete the game without all playersalso completing the game.
 7. An electronic game for use with aprocessing apparatus having a graphical display and input means forreceiving input from two players simultaneously, said game comprising:a) split screen means for dividing the graphical display into separateportions for each player and for merging the separate portions into asingle graphical display shared by both players; and b) game logic whichrequires each player to act individually and jointly with the otherplayer at different points in said game, wherein said split screen meansis responsive to said game logic such that the graphical screen is splitinto separate portions when the players are acting individually and theseparate portions are merged into a single portion when the players areacting jointly.
 8. A game according to claim 7, wherein: said game logicrequires the players to act jointly in different ways at differentpoints in said game.
 9. A game according to claim 7, wherein: no playercan complete the game without all players also completing the game. 10.An electronic game for use with a processing apparatus having agraphical display and input means for receiving input from two playerssimultaneously, said game comprising: a) character generator means forgenerating a separate character or pointer for each player; b) splitscreen means for dividing the graphical display into separate portionsfor each player and for merging the separate portions into a singlegraphical display shared by both players; and c) game logic whichprovides opportunities for each player to act individually and jointlywith the other player at different points in said game, wherein saidsplit screen means is responsive to said game logic such that thegraphical screen is split into separate portions when the players areacting individually and the separate portions are merged into a singleportion when the players are acting jointly, said separate characters orpointers being separately controllable when the players are actingjointly and when the players are acting individually.
 11. A gameaccording to claim 10, wherein: said game logic requires the players toact jointly in different ways at different points in said game.
 12. Agame according to claim 10, wherein: no player can complete the gamewithout all players also completing the game.
 13. An electronic game foruse with a processing apparatus having a graphical display and inputmeans for receiving input from two players simultaneously, said gamecomprising: a) individual action means for requiring the two players toact individually at certain points in said game; and b) joint actionmeans for requiring the two players to act jointly with each other atcertain other points in said game, wherein joint action required by saidjoint action means includes a plurality of different kinds of jointactions.
 14. A game according to claim 13, further comprising: c) splitscreen means for dividing the graphical display into separate portionfor each player at some points in said game and for merging the displayinto a single portion for both players at other points in said game. 15.A game according to claim 14, wherein: said joint action means requiresthe two players to act jointly in separate locations while said splitscreen means divides the display into a separate portion for eachplayer.
 16. A game according to claim 14, wherein: said joint actionmeans requires said at least two players to act jointly in the samelocation while said split screen means merges the display into a singleportion.
 17. A game according to claim 13, wherein: neither player cancomplete the game without the other player also completing the game. 18.An electronic game for use with a processing apparatus having agraphical display and input means for receiving input from two playerssimultaneously, said game comprising: a) individual action means forrequiring the two players to act individually at certain points in saidgame; and b) cooperative action means for requiring the two players toact cooperatively with each other at certain other points in said game,wherein cooperative action required by said cooperative action meansincludes at least one cooperative action selected from the groupconsisting of both players operating on the same object at the sametime, each player operating on a different object at the same time, oneplayer operating on a first object before the other player operates onsaid first object, one player accomplishing one task while the otherplayer accomplishes another task, one player accomplishing a first taskbefore the other player accomplishes a second task.
 19. A game accordingto claim 18, wherein: cooperative action required by said cooperativeaction means includes at least one cooperative action selected from thegroup consisting of holding a door for a player, handing a tool to aplayer, giving an item to a player, helping a player lift an object. 20.An electronic game for use with a processing apparatus having agraphical display and input means for receiving input from two playerssimultaneously, said game comprising: a) individual action means forrequiring the two players to act individually at certain points in saidgame; and b) cooperative action means for requiring the two players toact cooperatively with each other at certain other points in said game,wherein neither player can complete the game without the other playeralso completing the game.
 21. A game according to claim 20, wherein:joint action required by said joint action means includes a plurality ofdifferent kinds of joint actions.